Ludum Dare 53 April 29–May 2, 2023

4 more ratings needed

I didn't really get very far with this jam as I didn't focus as much as I wanted to on it. So it's really just 3 short mini games which need to be expanded on more but I am only a few more ratings from getting a score. I have never gotten a score from Ludum dare before so please check out my game and leave a rating.

Link: https://ldjam.com/events/ludum-dare/53/deliveryquest

Come and play Eternal Delivery!

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Available in HTML5: https://ldjam.com/events/ludum-dare/53/eternal-delivery

And maybe you will like it =)

Show Me More Of Your Favourites!

Thank you to @ogelgames for the suggestions last time!

I'm looking for some of the best games you've found this jam. I want to play them!

Also here's mine if you were curious too!

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Just Finished and Posted Today, Anyone Else?

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My game, Cozy Courier Co.

I feel like 99% entered very close to the jam deadline even in the extra category. It seems most people have stopped posting and looking at games posted.

I've just submitted my game entry for the Ludum Dare extra category! It's a first-person co-op multiplayer game that requires two players to work together to win. The game was a challenge, but I'm very proud of the finished product.

I can't wait for you to try it out and let me know what you think! And while you're at it, let's see if anyone else finished their games late. Feel free to link your entries in response to this post and I'll check them out!

Have you ever imagined to D~RIFT a train with wagons? railless!

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You are the commander of fast drifting train with wagons to return back on rails through solid rocks and this ANNOYING trees on way.

Get the job done. At least until there's only 1 wagon with you - further requires high* skill drift |-||-|

*high - having specialized training, knowledge and experience in order to carry out complex physical and MENTAL tasks.

We still missing 6 ratings ;c

vad kostar en bouppteckning

Bouppteckningar kan vara som mesta påfrestande under en svår period när en närastående har gått bort. Vi hjälper dig och ser till att din bouppteckning görs korrekt, och ser till att du får den jurist bouppteckning och hjälp du behöver. En bouppteckning vid dödsfall måste göras för att säkerställa att efterlämnade ägodelarna hamnar i rätta händer.. vad kostar en bouppteckning? Läs mer om våra olika paket nedan. Har du frågor om Bouppteckningen? Kontakta oss på info@bouppteckningen.se Om du vill veta mer om oss besök gärna våra sidor. Website: https://bouppteckningen.se

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KONTAKTA OSS E-POST - Info@bouppteckningen.se TELEFON - 010-222 73 77 Website: https://bouppteckningen.se

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Rocket Jumping

The more we play our own game Rocket Fast Delivery, the more I think we stumbled upon a really cool core mechanic during the Jam that could potentially be fleshed out into a fuller game. Sure, the movement sometimes gets clunky in the version we made in three days, but I'm still surprised that it's very much satisfying.

What are your thoughts on a game where rocket jumping would be as essential to the gameplay as the gravity gun was in Half Life 2? I'm already world building in my head and thinking about how the protagonist works in a futuristic delivery company and uses rocket jumping to deliver packages around the tall skyscraper filled cyberpunk scenery.

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What makes you think "I'll make a full game out of this?"

I've always adored (from a distance) gamejams as a place where lots of cool and innovative games are born. But I didn't dig too much into it, and was surprised that lots of the titles that came from jams most of the time did not even score that good.

This time I joined LD53 as my first jam, and of course after getting some encouraging comments like "you should make a full release out of this" I got into thinking - is my game idea worth continuing working on?..

So. What is a "marker" for you? Is it getting a top-10-ish place in the end? Not being able to stop thinking about enhancing jam build? Encouraging comments? Just having free time and nothing else to do?

Still need a few more ratings to get to 20

I've given out 40 ratings so far and my ratings don't seem to go up despite me doing more and more. I'm currently stalled at 13, so I thought I'd make a last Hail Mary to hopefully get some more ratings to get to 20.

I made the following image real quick to hopefully get more people to click and review. This was not part of my compo.

https://ldjam.com/events/ludum-dare/53/sermon-delivery-simulator

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In Sermon Delivery Simulator, you try to craft the best sermon possible by figuring out which 5 topics your parish will most positively engage with. Try not to push your parish too far though because they will leave if they find what you say offensive. Use the Holy Spirit to get your flock in harmony and fill every pew to win the game. It’s social. It’s a puzzle. It’s a social puzzle.

Try it here at:

https://ldjam.com/events/ludum-dare/53/sermon-delivery-simulator

The Overlooker

Hello. I made a post compo version of my entry The Overlooker according to some comments. There is now a stressful background music. I added a transition screen when the player finishes a work day and an expert mode - you get an extra congratulation if you break the game without any error. Some little bugs have been fixed and I improved the code. This is my last update for this project. Test it if you dare! Slava Zakouste ++

https://ldjam.com/events/ludum-dare/53/the-overlooker

https://geckoo1337.itch.io/the-overlooker

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One More Stream Playing Your Games

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Bein' late to the party ain't gonna stop us!

Join us for one last stream (right now!) as we play your Ludum Dare submissions. Hijinks will be all but guaranteed.

https://www.twitch.tv/coleslawski

Feathered Envoys v0.7 released!

🐦 Feathered Envoys v0.7 Dev Update 🐦

https://ldjam.com/events/ludum-dare/53/feathered-envoys

Greetings, Postmasters!

At last! I have an update. Feathered Envoys v0.7! Our daring pigeons have been working hard to keep the kingdom at peace, but now they're back with some fresh new features.

I've finally added a proper ending to the game. No more confusion and your pigeons can now retire in peace (for the one that survived that is.)

Thanks to @cureja for providing a custom skin with their review: yeabird.png

You can also make your own skin and leave it in a comment on my page. There's a template there.

You can now choose the number of areas to connect in your game. Pick between 6, 9, or 12 areas to customize your gameplay experience.

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I've also changed the game loop and improved the day and night cycle animation. The day loop makes more sense and you can now skip and fast-forward most actions to zoom through the game faster!

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So, try the new v0.7 now, and leave a review! Thanks!

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The best jokes of Ludum Dare 53 (and other interesting stats)

Can You Outwit AI with Your Jokes? Try Our Game and Find Out!

In our game, Impasta, you are given one of 300+ joke setups to which you need to come up with a punchline. There's a little twist though! You need to first play a mini-game of Peggle in which you unlock letters and then you can only use these letters to write the punchline. The punchlines are rated on a scale 0-10 by our backend using GPT-4.

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At the moment of writing this post, our game has received a 35.5 ratings on Ludum Dare, and there have been 321 jokes submitted and rated. Let's dive a little bit more into these stats!

First, the number of players that passed through each of the 10 rounds:

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While sadly we can see about a 30% drop-off after the first round, for the other rounds there's a rather consistent drop-off of around 5 players per round. In the ideal world, we would, of course, like to have every player play the game until the end, but on the positive side, we can at least see that there isn't any single "stumper" level that would make players more likely to quit the game.

Let's have a look at how the players actually did in Peggle. This chart shows how many letters out of 26 players unlocked on average in each level. Keep in mind the vertical axis is on scale 20-26.

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We've planned for players to be able to get all 26 letters most of the time, so it's nice to see that on average they've managed to get at least 20 letters in each round. We also planned to have every level except for the last one to be increasingly harder, so it's nice to see how the player performance steadily declined over the first 5 levels. After that, it jumped sharply back up but that's possibly because most of the players who were not as good at Peggle quit the game out of frustration?

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Image showing levels 1, 4, 5 and 9

But how did the players fare at coming up with punchlines? Our first version of GPT-4 prompt we've used for rating gave us only 4 different number ratings even though we told it to rate the punchlines on a scale of 0-10: 0, 2, 4, and 7. This was obviously not ideal as we wanted the ratings to be spread throughout the entire scale and also be able to score higher than 7. We've tried many approaches with modifying the prompt and other parameters. This process was too long to describe here, so I might write another post where I go more in-depth about it. In the end, we've come up with a prompt and parameters that seemed to perform quite well, so let's see how it did with the actual playerbase:

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We can see that with our current prompt, GPT-4 still has a tendency to avoid certain number ratings like 5 or 9, but overall it wasn't that bad. There have even been some 10/10 jokes! I'm sure you must be curious what the best jokes were. I want to note that the majority of the 10/10 came up from the first round, where we used popular jokes setups that most people already know, for example:

What do you call a fake noodle? An impasta!

(Yes, that's where the name of the game comes from).

Now without any further ado, here are the "original jokes" our players came up with that scored 10/10:

Why are robots terrible at picking up on social cues? They only get ones and zeroes

Why do rabbits make great comedians? They don't carrot about critics

What do you call an alligator that knows the alphabet? Alliterator

How does a lobster feel when it's about to perform stand-up comedy? It feels a little shell-doubt!

What kind of music does a tree listen to? Oakestral

And my favorite:

What did the sushi say to the bento box? Wasa-b

I hope you found this post at least a little funny and maybe educational. If there's interest, I might write another one about how we went about implementing our GPT-4 powered joke rating system.

Our game is available to play and rate at https://ldjam.com/events/ludum-dare/53/impasta

Foxcrate — Got 20 votes!

We finally got 20 votes for our Jam entry, “Foxcrate”! Thank you to everyone who played and rated, we really appreciate it! (There’s still time for more if anyone else wants to try it…)

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Deliver Us From Evil - Post-Mortem

With the jam winding down, it's time for my traditional post-mortem, looking at what went well with my LD53 entry, what went badly, and what I can improve upon for next time. If you haven't played my LD53 entry yet, please do, and I'll make every effort to uphold my usual promise of rating everyone who leaves a review.

Without further ado, let's get started.

What Went Well

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  • I was very busy over the jam weekend, to the extent that I didn't think I'd be able to submit anything at all, but I was just barely able to finish the game in time without cutting anything. The scoping was absolutely spot-on.
  • This is the first time I've experimented with single-screen level design, and it seems to have gone very well. I was able to include a substantial number of levels and mechanics, and quite a few reviewers were impressed at the size of the game.

What Went Badly

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  • After Fruit Fall was my first completely bug-free release, I unfortunately reverted to type and released Deliver Us From Evil with multiple collision bugs, all of which were easy fixes. My decision not to embed the version with the bug fixes also feels like a mistake, because people are just playing that version and feeding back about bugs that I've already fixed, which is not helpful.
  • The second-most common bit of feedback (after the collision bugs) is "this is a bit of a stretch theme-wise", or just plain "this doesn't fit the theme". I think I got a little too creative with the interpretation on this occasion, and I'll have to hear that in mind.
  • I wanted to make enemies with more complex behaviours, like shooting at the player, but ran out of time. This particularly affects the final boss, which isn't a very interesting fight: you can easily cheese it by just staying on the ladder and swiping at it when it approaches.

What Comes Next

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I have another patch coming out shortly, with a few minor tweaks, and might see if I can get a third one out before the end of the jam. After that, I think Deliver Us From Evil will be truly finished (though I said that about Fruit Fall and ended up making an enhanced version three months later, so you never know). For next Ludum Dare, I should consider creating something a bit more story-focused than my last few entries have been.

In seven days' time, it'll be Prism Indigo's 1-year anniversary, and I'll be celebrating with a brand-new update and sale. After that, I'll be resuming work on Prism Warriors, taking it off hiatus and beginning work on a brand new game mode.

Good luck to everyone when the ratings come out!

LD53 - Thank you!

Hello everyone! We received so much feedback for our game and we want to thank you all for this attention!

*Guys you all rock! 🚀 We are very grateful to all of you! Thank you! :penguin: *

We are really appreciate it!

Especially, we want to highlight people who gave detailed criticism for the game, all streamers who have played and shown the game on their stream with live reaction and feedback. And also to all the people who were just passing by, but also rated our game!

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Your feedback and attention will help to make this game a lot better and more fun to play, no doubt. We figured out which mechanics work best, and a small indie browser game with penguins can become live, but only after the post-jam edition. The hard work just began, and there is much more to come.

To all my fans. All 2 of them.

I was extremely excited to finish my game on the first two days but now my enthusiasm has definitely gone down after days of not working on it. However, this jam, more than the previous jams, taught me a lot about the process of making games and staying invested in it, and because of those lessons I got closer than most other projects I've had in actually making a game. I'd like to share a bit of the wisdom I've gleaned, whether the game I have actually gets finished.

  1. Have a clear idea of what you want in the game before working on it. Try drafting up a level for the game to get an idea of what mechanics you'll need to make. In my game, which involves conveyor belts moving objects on them, I had spent a long time without a level designed and thought that all I would need was straight and elbow conveyor belt tiles. Come actually designing a level, and I realized that those two tile types limited me too much and I needed to add more to make a half-decent level. Another thing I realized was how the big gimmick of the game was being able to rotate tiles on the belt, which were originally only going to be elbow tiles. However, again, by designing a level, I realized that only being able to rotate specific tiles like that was way too limiting. I shifted to a gold tile system where conveyor belts above a gold tile could be rotated. Knowing these things before going in would've cleaned up a lot of the process or at least given me more confidence to just make that level possible to create.

  2. Set up a to do list and break down tasks. A lot of the work going into developing the game is going to feel overwhelming to your 3 day deadline if you only envision it in terms of finished product. To put it in a way that I was inspired to say by someone from the Godot discord who had an unfortunately realistic view on the matter, most people want to Make a game, but no one wants to or knows how to Develop a game. Find what parts of your game need to be worked on first and work your way up from there. As well, being able to cut down on tasks sizes will increase the amount of tasks you finish, and being able to cross out multiple items on your Trello board is going to feel sweet instead of slogging through a couple of broad tasks.

  3. Once you have an idea, and a full day to work on it, focus as much as you can on making the game playable in as short of time as possible. All of the Day 1 excitement is going to wear off by the time you wake up in the morning, so having the most confident product you can have will help immensely. I can attest to this after spending my first day getting closest to a playable prototype, but then I made the mistake of working on other aspects and leaving the main game and main game maintenance tasks for later. Trust me, being able to say "I have a fully playable game, I just need to make the art/music/proper UI" is going to feel a lot better than "I can't really play the game but at least there's a boppin' beat in the background.".

  4. Try to be making effort in any way you can. This may somewhat contradict point 3 but it's still a productive way to get around blocks. Whether that be a code block, art block, or music, if you've still got that productive bent in you then try working on something else instead of beating your head into a wall when you can't figure out why x doesn't do y or how to draw z. You'll be making enough progress to keep up your momentum and come back to whatever problem you've had with fresher eyes. Plus, as always, having some non-placeholder art or a couple of sound effects are going to be a lot easier on the eyes and ears as you stare at your computer for hours at a time.

  5. Finally, take some breaks when you can. Rome wasn't built in a day...okay bad example, Rome wasn't built by a single guy in a day. Whether your form of a break is to go get lunch for yourself, play a couple of missions in a game you like, or just take a walk, it helps to stop yourself from getting burnt out completely or feeling stuck on problems that you just can't get around. The worst feeling to have would be pure exhaustion at the thought of going back to work on a project, and pushing uninterrupted 8 hour work days is how you're going to get there. At the end of the day, this is a friendly competition where the most anyone gets is internet clout. Draining yourself for a couple of reddit gold and not even finishing the project because of x or y problem is painful to deal with, so maintaining your stamina is just as important as getting a product out there.

If you put me in a court of law and asked me why I may not finish my game, I'm going to say Not Guilty by reason of College Finals and game releases. Darkest Dungeon 2 just released, Splatoon 3 had a splatfest, and I needed to study for the Economics final after spending weeks in that class barely paying attention and scrolling through Disco Elysium dialogues. I don't even have a working title for the game, so I can't even say what the game's gonna be called (if you got a suggestion then hey dont let me stop you from giving it to me). What I'm glad for, though, is that regardless of what comes of the project, it taught me these things for the next Jam, or even the first Full game I intend to make in general. Hopefully I didn't just spend the last 5000 characters of this blog post blowing hot air out of my ass, and that some other dev might read this and learn how to avoid these motivational pitfalls before they stumble into them. Given the fact I started the jam doubting myself to the extremes and thinking that there was no way in hell I would be able to make the game because it was Godot 4 and there was all these new tools and blah blah blah, the fact I came so close anyways really helps with my mental health and confidence in my abilities.

Do not hide. Do not be afraid. You need us and we need you. - Lets Jam.

I love jam, and not just the jam that taste a bit like marmalade. The jam I loves more then anything else, is the one we make together. Ludum Dare is a great place to jam, and a lot of people is jamming like real champions, but it's sadly not everyone that takes part of the jamming. I could choose to not care, but I do care, because I also wants you to love jam.

I know that the ones I try to write this to, do probably not read this. But if I don't write it, then they will not have the chance to read it.

Game jams is not just about making games, but it is also about playing, rating, given feedback and sharing. Yes, the Ludum Dare community is good at doing this, but many people is not taking part of this, or at least taking very little part. They are missing the jamming part of the game jam, and just as important for everyone else, is that we also are missing what they could have given to us.

The reason for this is happening can be many, and some reasons is worse then others. I feel really bad for those that is too shy, lacks self-confidence, or for some other reasons don't really like other people to play or see their games. Often they try to hide by not say anything, not upload a thumbnail to their games, and often not write much in the description to their games. Maybe they have a feeling that every one else is better then they are, and what they have done is so bad that it's best hidden in the shadows. But I have over time played a lot of those games, and many of them was really good, and even if they was not the best, they was still a part of the game jam that I also was a part of. I also wants to play and talk to you about your game, and just as important I also wants to hear what people like you think of mine and other peoples games. Do not be afraid to take part of the jamming, because it would be better for you and it would be better for everyone else. Everyone here understand that game jams games is not perfect, and the critic you will get is all about helping you to become a better game developer.

But when that is said there is also some bad reasons for doing very little. Some of the worst is that you don't care about other people, and what they have done. I also often have a feeling that people in big teams expects that others from the team plays, rates and gives feedback. I actually expect that every one in a team plays, rates and gives feedback to 20 games. I do also not give much for the explanation that you don't have time. If you have time to make a game you most likely also have time to play games. And language barriers can be, at least to some degree, helped by things like Google Translate.

I will also say that you shall not just play the games that looking the best, that is the most promoted, or are played a lot by the twitch streamers. Challenge yourself to play, rate and give feedback to the games you would not normally play. I really believe this will make you a better and much more interesting game developer, and at the same time you can do some good for somebody that really needs it.

This is all I had to say this time.

LET'S ALL OF US BE A BIT BETTER JAMMERS!!!

Current record for finishing Slime Post is 275.04s

Just as in title, current record for finishing my LD53 entry Slime Post (https://ldjam.com/events/ludum-dare/53/slime-post) is a bit over 275 seconds and it is hold by @Grommit :-) If you would like to beat it please give it a shot :-) If you would like to hear a bit about my experience during my first ludum dare please check my vlog about it :-) https://youtu.be/4RZ0N1xV4 I would really love to see as much finish screens as possible and to hear some honest feedback even if it's harsh :-) In the meantime I'm going back to playing all of awesome games everyone's posted :-)